#include "stdafx.h"
#include "dxThunderboltRender.h"

#include "../../xrEngine/thunderbolt.h"
#include "dxThunderboltDescRender.h"
#include "dxLensFlareRender.h"

dxThunderboltRender::dxThunderboltRender()
{
	// geom
	hGeom_model.create	(D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1, RCache.Vertex.Buffer(), RCache.Index.Buffer());
	hGeom_gradient.create(FVF::F_LIT,RCache.Vertex.Buffer(),RCache.QuadIB);
}

dxThunderboltRender::~dxThunderboltRender()
{
	hGeom_model.destroy();
	hGeom_gradient.destroy();
}

void dxThunderboltRender::Copy(IThunderboltRender &_in)
{
	*this = *(dxThunderboltRender*)&_in;
}

void dxThunderboltRender::Render(CEffect_Thunderbolt &owner)
{
	VERIFY	(owner.current);

	// lightning model
	float dv			= owner.lightning_phase*0.5f;
	dv					= (owner.lightning_phase>0.5f)?Random.randI(2)*0.5f:dv;

	RCache.set_CullMode	(CULL_NONE);
	u32					v_offset,i_offset;
	
	dxThunderboltDescRender *pThRen = (dxThunderboltDescRender*)&*owner.current->m_pRender;

	u32					vCount_Lock		= pThRen->l_model->number_vertices;
	u32					iCount_Lock		= pThRen->l_model->number_indices;
	IRender_DetailModel::fvfVertexOut* v_ptr= (IRender_DetailModel::fvfVertexOut*) 	RCache.Vertex.Lock	(vCount_Lock, hGeom_model->vb_stride, v_offset);
	u16*				i_ptr				=										RCache.Index.Lock	(iCount_Lock, i_offset);
	// XForm verts
	pThRen->l_model->transfer(owner.current_xform,v_ptr,0xffffffff,i_ptr,0,0.f,dv);
	// Flush if needed
	RCache.Vertex.Unlock(vCount_Lock,hGeom_model->vb_stride);
	RCache.Index.Unlock	(iCount_Lock);
	RCache.set_xform_world(Fidentity);
	RCache.set_Shader	(pThRen->l_model->shader);
	RCache.set_Geometry	(hGeom_model);
	RCache.Render		(D3DPT_TRIANGLELIST,v_offset,0,vCount_Lock,i_offset,iCount_Lock/3);
	RCache.set_CullMode	(CULL_CCW);

	// gradient
	Fvector				vecSx, vecSy;
	u32					VS_Offset;
	FVF::LIT *pv		= (FVF::LIT*) RCache.Vertex.Lock(8,hGeom_gradient.stride(),VS_Offset);
	// top
	{
		u32 c_val		= iFloor(owner.current->m_GradientTop->fOpacity*owner.lightning_phase*255.f);
		u32 c			= color_rgba(c_val,c_val,c_val,c_val);
		vecSx.mul		(Device.vCameraRight, 	owner.current->m_GradientTop->fRadius.x*owner.lightning_size);
		vecSy.mul		(Device.vCameraTop, 	-owner.current->m_GradientTop->fRadius.y*owner.lightning_size);
		pv->set			(owner.current_xform.c.x+vecSx.x-vecSy.x, owner.current_xform.c.y+vecSx.y-vecSy.y, owner.current_xform.c.z+vecSx.z-vecSy.z, c, 0, 0); pv++;
		pv->set			(owner.current_xform.c.x+vecSx.x+vecSy.x, owner.current_xform.c.y+vecSx.y+vecSy.y, owner.current_xform.c.z+vecSx.z+vecSy.z, c, 0, 1); pv++;
		pv->set			(owner.current_xform.c.x-vecSx.x-vecSy.x, owner.current_xform.c.y-vecSx.y-vecSy.y, owner.current_xform.c.z-vecSx.z-vecSy.z, c, 1, 0); pv++;
		pv->set			(owner.current_xform.c.x-vecSx.x+vecSy.x, owner.current_xform.c.y-vecSx.y+vecSy.y, owner.current_xform.c.z-vecSx.z+vecSy.z, c, 1, 1); pv++;
	}
	// center
	{
		u32 c_val		= iFloor(owner.current->m_GradientTop->fOpacity*owner.lightning_phase*255.f);
		u32 c			= color_rgba(c_val,c_val,c_val,c_val);
		vecSx.mul		(Device.vCameraRight, 	owner.current->m_GradientCenter->fRadius.x*owner.lightning_size);
		vecSy.mul		(Device.vCameraTop, 	-owner.current->m_GradientCenter->fRadius.y*owner.lightning_size);
		pv->set			(owner.lightning_center.x+vecSx.x-vecSy.x, owner.lightning_center.y+vecSx.y-vecSy.y, owner.lightning_center.z+vecSx.z-vecSy.z, c, 0, 0); pv++;
		pv->set			(owner.lightning_center.x+vecSx.x+vecSy.x, owner.lightning_center.y+vecSx.y+vecSy.y, owner.lightning_center.z+vecSx.z+vecSy.z, c, 0, 1); pv++;
		pv->set			(owner.lightning_center.x-vecSx.x-vecSy.x, owner.lightning_center.y-vecSx.y-vecSy.y, owner.lightning_center.z-vecSx.z-vecSy.z, c, 1, 0); pv++;
		pv->set			(owner.lightning_center.x-vecSx.x+vecSy.x, owner.lightning_center.y-vecSx.y+vecSy.y, owner.lightning_center.z-vecSx.z+vecSy.z, c, 1, 1); pv++;
	}
	RCache.Vertex.Unlock	(8,hGeom_gradient.stride());
	RCache.set_xform_world	(Fidentity);
	RCache.set_Geometry		(hGeom_gradient);
	RCache.set_Shader		(((dxFlareRender*)&*owner.current->m_GradientTop->m_pFlare)->hShader);

#ifdef	USE_DX10
	//	Hack. Since lightning gradient uses sun shader override z write settings manually
	RCache.set_Z(TRUE);
	RCache.set_ZFunc(D3DCMP_LESSEQUAL);
#endif	//	USE_DX10

#ifdef	USE_DX10
	//	Hack. Since lightning gradient uses sun shader override z write settings manually
	RCache.set_Z(TRUE);
	RCache.set_ZFunc(D3DCMP_LESSEQUAL);
#endif	//	USE_DX10
	RCache.Render			(D3DPT_TRIANGLELIST,VS_Offset, 0,4,0,2);
	RCache.set_Shader		(((dxFlareRender*)&*owner.current->m_GradientCenter->m_pFlare)->hShader);

#ifdef	USE_DX10
	//	Hack. Since lightning gradient uses sun shader override z write settings manually
	RCache.set_Z(TRUE);
	RCache.set_ZFunc(D3DCMP_LESSEQUAL);
#endif	//	USE_DX10

#ifdef	USE_DX10
	//	Hack. Since lightning gradient uses sun shader override z write settings manually
	RCache.set_Z(TRUE);
	RCache.set_ZFunc(D3DCMP_LESSEQUAL);
#endif	//	USE_DX10
	RCache.Render			(D3DPT_TRIANGLELIST,VS_Offset+4, 0,4,0,2);
}